// The contents of this file are in the public domain. See LICENSE_FOR_EXAMPLE_PROGRAMS.txt
/*
This is an example illustrating the use of the gui api from the dlib C++ Library.
This is a pretty simple example. It makes a window with a user
defined widget (a draggable colored box) and a button. You can drag the
box around or click the button which increments a counter.
*/#include<dlib/gui_widgets.h>#include<sstream>#include<string>usingnamespace std;
usingnamespace dlib;
// ----------------------------------------------------------------------------
classcolor_box : public draggable
{/*
Here I am defining a custom drawable widget that is a colored box that
you can drag around on the screen. draggable is a special kind of drawable
object that, as the name implies, is draggable by the user via the mouse.
To make my color_box draggable all I need to do is inherit from draggable.
*/unsignedchar red, green,blue;
public:
color_box(
drawable_window& w,
rectangle area,
unsignedchar red_,
unsignedchar green_,
unsignedchar blue_
) :
draggable(w),
red(red_),
green(green_),
blue(blue_){
rect = area;
set_draggable_area(rectangle(10,10,400,400));
// Whenever you make your own drawable widget (or inherit from any drawable widget
// or interface such as draggable) you have to remember to call this function to
// enable the events. The idea here is that you can perform whatever setup you
// need to do to get your object into a valid state without needing to worry about
// event handlers triggering before you are ready.
enable_events();
}
~color_box(){// Disable all further events for this drawable object. We have to do this
// because we don't want any events (like draw()) coming to this object while or
// after it has been destructed.
disable_events();
// Tell the parent window to redraw its area that previously contained this
// drawable object.
parent.invalidate_rectangle(rect);
}private:
voiddraw(const canvas& c
)const{// The canvas is an object that represents a part of the parent window
// that needs to be redrawn.
// The first thing I usually do is check if the draw call is for part
// of the window that overlaps with my widget. We don't have to do this
// but it is usually good to do as a speed hack. Also, the reason
// I don't have it set to only give you draw calls when it does indeed
// overlap is because you might want to do some drawing outside of your
// widget's rectangle. But usually you don't want to do that :)
rectangle area = c.intersect(rect);
if(area.is_empty()==true)return;
// This simple widget is just going to draw a box on the screen.
fill_rect(c,rect,rgb_pixel(red,green,blue));
}};
// ----------------------------------------------------------------------------
classwin : public drawable_window
{/*
Here I am going to define our window. In general, you can define as
many window types as you like and make as many instances of them as you want.
In this example I am only making one though.
*/public:
win() : // All widgets take their parent window as an argument to their constructor.
c(*this),
b(*this),
cb(*this,rectangle(100,100,200,200),0,0,255), // the color_box will be blue and 101 pixels wide and tall
mbar(*this){// tell our button to put itself at the position (10,60).
b.set_pos(10,60);
b.set_name("button");
// let's put the label 5 pixels below the button
c.set_pos(b.left(),b.bottom()+5);
// set which function should get called when the button gets clicked. In this case we want
// the on_button_clicked member to be called on *this.
b.set_click_handler(*this,&win::on_button_clicked);
// Alternatively, if you have a compiler which supports the lambda functions from the
// new C++ standard then you can use a lambda function instead of telling the click
// handler to call one of the member functions. So for example, you could do this
// instead (uncomment the code if you have C++0x support):
/*
b.set_click_handler([&](){
++counter;
ostringstream sout;
sout << "Counter: " << counter;
c.set_text(sout.str());
});
*/// In general, all the functions which register events can take either member
// functions or lambda functions.
// Let's also make a simple menu bar.
// First we say how many menus we want in our menu bar. In this example we only want 1.
mbar.set_number_of_menus(1);
// Now we set the name of our menu. The 'M' means that the M in Menu will be underlined
// and the user will be able to select it by hitting alt+M
mbar.set_menu_name(0,"Menu",'M');
// Now we add some items to the menu. Note that items in a menu are listed in the
// order in which they were added.
// First let's make a menu item that does the same thing as our button does when it is clicked.
// Again, the 'C' means the C in Click is underlined in the menu.
mbar.menu(0).add_menu_item(menu_item_text("Click Button!",*this,&win::on_button_clicked,'C'));
// let's add a separator (i.e. a horizontal separating line) to the menu
mbar.menu(0).add_menu_item(menu_item_separator());
// Now let's make a menu item that calls show_about when the user selects it.
mbar.menu(0).add_menu_item(menu_item_text("About",*this,&win::show_about,'A'));
// set the size of this window
set_size(430,380);
counter =0;
set_title("dlib gui example");
show();
}
~win(){// You should always call close_window() in the destructor of window
// objects to ensure that no events will be sent to this window while
// it is being destructed.
close_window();
}private:
voidon_button_clicked(){// when someone clicks our button it will increment the counter and
// display it in our label c.
++counter;
ostringstream sout;
sout << "counter: " << counter;
c.set_text(sout.str());
}voidshow_about(){message_box("About","This is a dlib gui example program");
}unsignedlong counter;
label c;
button b;
color_box cb;
menu_bar mbar;
};
// ----------------------------------------------------------------------------
intmain(){// create our window
win my_window;
// wait until the user closes this window before we let the program
// terminate.
my_window.wait_until_closed();
return0;
}// ----------------------------------------------------------------------------
// Normally, if you built this application on MS Windows in Visual Studio you
// would see a black console window pop up when you ran it. The following
// #pragma directives tell Visual Studio to not include a console window along
// with your application. However, if you prefer to have the console pop up as
// well then simply remove these #pragma statements.
#ifdef _MSC_VER
# pragma comment( linker, "/entry:mainCRTStartup" )
# pragma comment( linker, "/SUBSYSTEM:WINDOWS" )#endif// ----------------------------------------------------------------------------